• Title/Summary/Keyword: 스토리 생성

Search Result 160, Processing Time 0.03 seconds

Lambda Architecture Used Apache Kudu and Impala (Apache Kudu와 Impala를 활용한 Lambda Architecture 설계)

  • Hwang, Yun-Young;Lee, Pil-Won;Shin, Yong-Tae
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.9 no.9
    • /
    • pp.207-212
    • /
    • 2020
  • The amount of data has increased significantly due to advances in technology, and various big data processing platforms are emerging, to handle it. Among them, the most widely used platform is Hadoop developed by the Apache Software Foundation, and Hadoop is also used in the IoT field. However, the existing Hadoop-based IoT sensor data collection and analysis environment has a problem of overloading the name node due to HDFS' Small File, which is Hadoop's core project, and it is impossible to update or delete the imported data. This paper uses Apache Kudu and Impala to design Lambda Architecture. The proposed Architecture classifies IoT sensor data into Cold-Data and Hot-Data, stores it in storage according to each personality, and uses Batch-View created through Batch and Real-time View generated through Apache Kudu and Impala to solve problems in the existing Hadoop-based IoT sensor data collection analysis environment and shorten the time users access to the analyzed data.

FastIO: High Speed Launching of Smart TV Apps (FastIO: 스마트 TV 앱의 고속 구동 기법)

  • Lee, Cheolhee;Hwang, Taeho;Won, Youjip;Lee, Seongjin
    • Journal of KIISE
    • /
    • v.43 no.7
    • /
    • pp.725-735
    • /
    • 2016
  • Smart TV uses Webkit as a web browser engine to provide contents such as web surfing, VOD watching, and games. Webkit uses web resources, such as HTML, CSS, JavaScript, and images, in order to run applications. At the start of an application, Webkit loads resources to the memory and creates DOM tree and render tree, which is a time consuming process. However, DOM tree and render tree created by the smart TV application do not change over time because the smart TV application uses web resources stored in a disk. If DOM tree and render tree can be stored and reused, it is possible to reduce loading time of an application. In this paper, we propose FastIO technique that selectively adds persistency to dynamically allocated memory. FastIO reduces overall application loading time by eliminating the process of loading resources from storage, parsing the HTML documents, and creating DOM tree and render tree. Comparison of the application resource loading times indicates that the web browser with FastIO is 7.9x, 44.8x, and 2.9x faster than the legacy web browser in an SSD, Ramdisk, and eMMC environment, respectively.

Coexistence Direction of AI and Webtoon Artist

  • Bo-Ra Han
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.2
    • /
    • pp.87-99
    • /
    • 2024
  • This study aims to identify the competencies required for webtoon artists to survive in the future era of AI commercialization. It explores the current and future use of AI in webtoons, and predicts the role of artists in the future webtoon industry. The study finds that AI will replace human workers in some areas, but human empathy-related fields can be sustained. Artist roles like story projectors, Visual directors, and AI editors were identified as potential models for the changing role of artists. To address terminology ambiguity, a three-step AI categorization mechanical type AI, humanoid type AI, and transcendent type AI was proposed for a more realistic separation of AI capabilities. The researcher suggested these findings as guidelines for developing skills in emerging artists or re-skilling existing ones, emphasizing collaboration with AI for mutual growth rather than a negative acceptance of new technology.

The Design of Interactive Story Generation method based in CBD (컴포넌트기반 인터랙티브 스토리 생성 방법 설계)

  • Song, Yu-Jin;Lee, Eun-Joo;Han, Deok-Soo
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.6
    • /
    • pp.751-758
    • /
    • 2014
  • Under the environment of various network and multimedia, various theories are studied to make utilize digital story telling authoring. In the era of digital convergence and ubiquitous information, they want to send information with additional emotional information which is preferred constructive sending method. Digital storytelling refers to a unified technology for narrative structure with the picture and act. If engraft with particular research field, It will make interactive or linear story structure. These structures have problems that they are mismanaging on the result and they are not integrated systemization in each society. Because those are designing storytelling without development process and they are focusing on web distribution. This thesis is design using the object-oriented methodology of component-based design methodology, This thesis create digital storytelling and design metadata for contents management. In the requirement phase, subject and predicate part are extracted from the narrative structure of the story and restructure an organization. We explain by giving specific examples "kongjwi and patjwi" story as a case study.

A Pattern Matching Method of Large-Size Text Log Data using In-Memory Relational Database System (인메모리 관계형 데이터베이스 시스템을 이용한 대용량 텍스트 로그 데이터의 패턴 매칭 방법)

  • Han, Hyeok;Choi, Jae-Yong;Jin, Sung-Il
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2017.04a
    • /
    • pp.837-840
    • /
    • 2017
  • 각종 사이버 범죄가 증가함에 따라 실시간 모니터링을 통한 사전 탐지 기술뿐만 아니라, 사후 원인 분석을 통한 사고 재발 방지 기술의 중요성이 증가하고 있다. 사후 분석은 시스템에서 생산된 다양한 유형의 대용량 로그를 기반으로 분석가가 보안 위협 과정을 규명하는 것으로 이를 지원하는 다양한 상용 및 오픈 소스 SW 존재하나, 대부분 단일 분석가 PC에서 운용되는 파일 기반 SW로 대용량 데이터에 대한 분석 성능 저하, 다수 분석가 간의 데이터 공유 불가, 통계 연관 분석 한계 및 대화형 점진적 내용 분석 불가 등의 문제점을 해결하지 못하고 있다. 이러한 문제점을 해결하기 위하여 고성능 인메모리 관계형 데이터베이스 시스템을 로그 스토리지로 활용하는 대용량 로그 분석 SW 개발하였다. 특히, 기 확보된 공격자 프로파일을 활용하여 공격의 유무를 확인하는 텍스트 패턴 매칭 연산은 전통적인 관계형 데이터베이스 시스템의 FTS(Full-Text Search) 기능 활용이 가능하나, 대용량 전용 색인 생성에 따른 비현실적인 DB 구축 소요 시간과 최소 3배 이상의 DB 용량 증가로 인한 시스템 리소스 추가 요구 등의 단점이 있다. 본 논문에서는 인메모리 관계형 데이터베이스 시스템 기반 효율적인 텍스트 패턴 매칭 연산을 위하여, 고성능의 대용량 로그 DB 적재 방법과 새로운 유형의 패턴 매칭 방법을 제안하였다.

Hierarchically Encoded Multimedia-data Management System for Over The Top Service (OTT 서비스를 위한 계층적 부호화 기반 멀티미디어 데이터 관리 시스템)

  • Lee, Taehoon;Jung, Kidong
    • Journal of KIISE
    • /
    • v.42 no.6
    • /
    • pp.723-733
    • /
    • 2015
  • The OTT service that provides multimedia video has spread over the Internet for terminals with a variety of resolutions. The terminals are in communication via a networks such as 3G, LTE, VDSL, ADSL. The service of the network has been increased for a variety of terminals giving rise to the need for a new way of encoding multimedia is increasing. SVC is an encoding technique optimized for OTT services. We proposed an efficient multimedia management system for the SVC encoded multimedia data. The I/O trace was generated using a zipf distribution, and were comparatively evaluated for performance with the existing system.

Convention of Contemporary Urban Fantasy Contents (현대형 도시 판타지 콘텐츠의 컨벤션)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.3
    • /
    • pp.87-98
    • /
    • 2013
  • A convention is a customary channel that not only distinguishes the contemporary urban fantasy contents from other genres but also feels familiar with users for its currency. To begin with, the study defines the fantasy investigating the types of the fantasies, the time and the space which are regarded as the world of the fantasy, the fantasy storytelling and the convention, the custom of the fantasy. Next, the meaning and the convention of the contemporary urban fantasy contents are discussed. Ultimately, through the contemporary urban fantasy contents analysis, the study traces changes in the fantasy genres understanding how the convention destruction of the fantasy genre generates the convention in contemporary urban fantasy contents. Finally, the study proposes the directions of the convention in contemporary urban fantasy contents production which would provide us with a new experience and a dimension of fun.

Design error corrector of binary data in holographic dnta storage system using fuzzy rules (근접 픽셀 에러 감소를 위한 홀로그래픽 데이터 스토리지 시스템의 퍼지 규칙 생성)

  • Kim Jang-hyun;Kim Sang-hoon;Yang Hyun-seok;Park Jin-bae;Park Young-Pil
    • 정보저장시스템학회:학술대회논문집
    • /
    • 2005.10a
    • /
    • pp.129-133
    • /
    • 2005
  • Data storage related with writing and retrieving requires high storage capacity, fast transfer rate and less access time. Today any data storage system cannot satisfy these conditions, however holographic data storage system can perform faster data transfer rate because it is a page oriented memory system using volume hologram in writing and retrieving data. System can be constructed without mechanical actuating part therefore fast data transfer rate and high storage capacity about $1Tb/cm^3$ can be realized. In this paper, to reduce errors of binary data stored in holographic data storage system, a new method for bit error reduction is suggested. First, find cluster centers using subtractive clustering algorithm then reduce intensities of pixels around cluster centers and fuzzy rules. Therefore, By using this error reduction method following results are obtained ; the effect of Inter Pixel Interference noise is decreased and the intensity profile of data page becomes uniform therefore the better data storage system can be constructed.

  • PDF

An Efficient Integrity Auditing System for Cloud Storage (클라우드 스토리지를 위한 효율적인 데이터 검증 시스템)

  • Son, Junggab;Hussain, Rasheed;Oh, Heekuck
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2013.11a
    • /
    • pp.835-838
    • /
    • 2013
  • 클라우드 컴퓨팅을 사용하면 컴퓨팅 자원을 구축하는 비용을 절감할 수 있다는 장점이 있다. 문제는 클라이언트가 데이터 센터와 서비스제공자를 완전히 신뢰할 수 없다는 것이다. 예를 들어, 클라우드에 저장된 파일이 손실되었을 때 서비스 제공자는 서비스의 신뢰도가 떨어지는 것을 막기 위해 이를 숨길 수 있다. 이때, 데이터가 저장 후에 손실되었다는 것을 증명하지 못하면, 그 피해는 클라이언트에게 돌아오게 된다. 따라서, 클라이언트의 데이터를 보호하기 위하여 무결성을 검증할 수 있는 적절한 기법을 적용하여야 한다. 기존 연구로는 homomorphic tags 기반의 기법들이 많이 제안되었으나 이 기법은 많은 지수연산을 필요로 하므로 상용화할 수 있을 만큼의 효율성을 가지지 못한다. 특히, 클라이언트가 증거 생성을 위해 많은 연산을 부담해야 한다. 본 논문에서는 효율성에 중점을 둔, 특히 클라이언트의 효율성에 중점을 둔 무결성 검증 기법을 제안한다. 제안하는 기법은 Modular arithmetic을 기반으로 설계되었으며, 무결성 검증뿐만 아니라 데이터가 자주 업데이트 되는 환경을 지원한다. Simulation result는 제안하는 기법이 기존 기법에 매우 효율적임을 보여준다.

Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
    • /
    • v.20 no.1 s.69
    • /
    • pp.65-78
    • /
    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

  • PDF